Alrighty, here's an update on what I've been doing.
I made the decision to try and rework Talladega, as the AI have an obsession with braking entering the corners despite the player being able to take the corner flat-out.
So after revising the track limits, I decided to try and redo the racing line.
This was a mistake.
I tried punching in the waypoint offset manually, going by a distance as small as a tenth between points to try and create a smooth entrance. That didn't work. I looked into it, and found that the curve tool needs to be used to tell the AI how to properly take the corner, and it also smooths it out.
And it did.
But no matter what I try, I can not get the AI to take the corner flat out, and having the racing line turned on reflects this. I then tried adding grooves to the track, so that the track will darken as you race. And that's when I found out what the problem is.
For some reason, this game engine
refuses to acknowledge the idea that high banking exists. Anything above about 15 degrees and the half the groove would float above the track, and the other half would go through the floor. As far as I can tell, there is no way to tell the editor that a corner, or even the entire track has high banking. This is also why the editor refuses to let the AI go full throttle, no matter how I set up the track.
It's becoming pretty clear to me that this is likely the reason why this has not been fixed, despite the mod being several years old. It's not just the NRacing mod I'm using that's effected - multiple other mods, and even vanilla cars all have this problem.
What frustrates me even more is that there does not seem to be a way to "trick" the AI into taking the corners flatout. Reducing AIBrakingStiffness just makes them brake sooner. Increasing the AI aggressiveness to Max just makes them more suicidal (and prone to punting the player). Setting the AI Strength to 120% just makes them unnaturally fast (230+ miles an hour/370+ kph). Inserting one continuous curve just makes the braking point appear
before the damn corner (See the picture I attached). Placing down twenty curves between turn one and two just insert more spots the AI are told to brake. Having the AI try to learn the track by making them run test mode for 200 laps does not actually let them attempt to run the corner flatout. Having the cars diamond the corner (enter low, go high in the center, and then go to the bottom for the corner exit) doesn't prevent braking, nor does keeping them glued to the top or glued to the bottom of the track. Setting all the waypoint offsets to "0" didn't help either.
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Unless anyone here has any other ideas, I'm thinking this might be the end of the road for trying to fix these tracks. And that disappoints me a lot, because I feel like there is potential to have the AI give half-decent races on ovals if I could just wrap my head around what makes them tick.